SPECIAL RULES
Frenzy
Werewolves are vicious and filled with blood lust. Therefore all
werewolves are subject to the rules for frenzy.
Fear
Werewolves are frightening creatures. Their transformations are
unsettling to even the most stalwart of humans. Therefore all
werewolves cause fear.
Skirmish
All Werewolf units may skirmish and are subject to all the rules as described in the Warhammer rulebook.
Hatred
Werewolves bear a deep grudge against vampires and their kin.
Therefore all werewolves are subject to the rules for hatred; however, this only applies to Undead.
Movement
Werewolves are creatures of the forest. In any wolf form they suffer no penalty for movement through this kind of terrain.
Deploy in Human Form
All werewolves except the Caers Fenres must deploy in human form.
Transformation
Werewolves shift form quickly, but in battle some time is taken up. When werewolves shift form, they sacrifice their movement, being too busy with their shape shifting to advance upon the enemy.
Alphas
The Alpha is the pack leader and effectively acts as the army
General. He is a fearsome monstrous creature to behold towering over all others in the army. Alphas in their hybrid werewolf shapes cause terror as described in the Warhammer rulebook. Remember, all creatures who cause terror cause fear as well. There can only be one Alpha in a werewolf army with one exception: Two alphas may be present if one is male and the other female. This is extremely rare. If one werewolf army fights another, the Alphas of both armies are subject to the rules for challenge.
Panic Tests for Horses
Horses have an overpowering fear of werewolves and are reluctant to approach them. When charging or charged by werewolves, cavalry units with horses must make a Leadership test to maintain control of their mounts or Panic and flee. This test MUST be taken regardless of the riders immunity to Panic, Psychology, etc. as it is the horses who are affected.
Allies
Werewolves may ally with Empire, Wood Elf, Dark Elf, and Chaos Armies, and Bretonnian Armies with no Knights.
A word about Chaos Werewolves: It is possible Werewolves may ally in various ways with Chaos Armies.
Note: Pack Leaders, Lonewolves, and Alphas, and Werewolf Mystics are considered champions and therefore would have all of the benefits and restrictions awarded to their equivalent Chaos Champions or Sorcerers if they are included as part of a Chaos Army. However, any Chaos reward or gift that duplicates a Werewolf ability may NOT be taken.
Also note Werewolves may NOT wear Chaos Armor.
FENROTH, the EVER-CHANGING
You may have Fenroth, the ever-changing god of werewolves in your army if you wish. He may act as your army general if you choose.
Fenroth is subject to the rules for Greater Deamons as described in the Warhammer rulesbook.
Fenroth causes Terror as described in the Psychology section of the Warhammer rulebook. Note: Werewolf Alphas in opposing armies are NOT immune to the terror caused by Fenroth, but they test agaisnt him as causing Fear instead.
Fenroth's presence attracts Wraith Wolves. If you have a regiment of Wraith Wolves in your army, others may join them. At the start of the game roll a D6 and add the appropriate number of Wraith Wolves to your existing regiment at no additional points cost. If Fenroth is reduced to 0 wounds and banished during the battle, the Wraith Wolves follow him back to the Realm of Chaos. Note: as Fenroth can cast magic, an Alpha Mystic is not required for you to include a regiment of Wraith Wolves.
Fenrothıs form constantly shifts and changes, taking on the form of many creatures. At the start of the Werewolf turn, roll a D6:
1) Fenroth assumes the form of a monstrous three-headed wolf. He gains two additional attacks for the turn in HTH combat.
2) Fenroth assumes the form of a Wyvern. He may fly up to 24² that turn.
3) Fenroth assumes the form of a Gigantic Scorpion. Each wound caused in HTH causes D3 wounds for that turn.
4) Fenroth assumes the form of a Hydra. Each hit in HTH counts as D3 hits for that turn. Roll to wound for each separately.
5) Fenroth assumes the form of an Emperor Black Dragon for that turn gaining the appropriate breath weapon in addition to his regular attacks. He may also fly up to 24".
6) Fenroth assumes the form of a Chimera for the turn. The lion
can roar with the same effects as the Werewolf Ability Howl. The ram can make a special Head Butt attack as described in the Giant Special Attacks Section in the Warhammer Battlebook. The dragonıs head can breathe fire. See the Special Rules for Emperor red/fire dragons in the Warhammer Battlebook. He may also fly up to 24".
Fenroth is well versed in the realms of magic and has a magic level of 4. He may draw spells from the Werewolf or Battle Magic decks.
Werewolf Abilities
The following abilities may be given to any werewolf character:
Tremendous Strength...............10 pts
A werewolf with this ability is exceptionally strong and powerful.
Add +1 to the characterıs Strength stat.
Thick fur..................................25 pts
A werewolf with this ability has thicker fur than most and is more
difficult to injure in combat. Add +1 to the characterıs Toughness
stat.
Quickness.................................15 pts
A werewolf with this ability is incredibly fast. Add +1 to Initiative,
and +1 to Attacks.
Stamina ....................................25 pts
A werewolf with this ability can fight on despite grievous wounds.
Add +1 to the characters Wound stat
Regenerate..........................25 pts
A werewolf with this ability can heal itself as it is wounded. When a werewolf character with this ability is wounded, roll a d6. On a 4+, the wound is ignored.
Regain Frenzy .....................15 pts
A werewolf with this ability is steadfast in its ferocity. If broken
in hand-to-hand combat this werewolf may reroll a failed Leadership test . However, the second roll must be abided by even if it is unsuccessful.
Keen Senses.........................20 pts
A werewolf with this ability is exceptionally keen of sight, hearing, and smell. Infiltrators may not deploy within 18² of a werewolf with this ability.
Bounding Leap ...................10 pts
A werewolf with this ability may leap 4² in addition to its movement during the move phase. It may make a normal move and leap, run and leap, or charge and leap, but it can only leap once during the turn. A leap will take the werewolf over any man-high obstacle without penalty, including enemy models, so a werewolf with this ability may choose between between the two closest enemy units for its charge.
Note that a werewolf character leading a unit can not take this
ability.
Howl...................................25 pts
A werewolf with this ability can give voice to a howl of eerie and
disturbing quality at the beginning of the Werewolf turn. All units
within 24" of the werewolf must make an immediate Panic test.
Note:
Cavalry units on horses must also make this test even if they are
normally immune to Panic, Psychology, etc. A werewolf character may howl a number of times equal to his level per game, but only once per turn. (Example: an Alpha Lord may howl three times per game, while a Pack Leader may howl only once. A Werewolf Seer may howl twice per game, an Alpha Mystic four times per game.)
The following abilities may be given to Alpha Werewolves ONLY:
Sharp Claws ...........................20 pts
The Alpha's claws on the hand-like paws of its hybrid form are
extremely long and sharp. Wounds from the claw attacks cause d3 wounds.
Control Blood Lust ................5 pts
An Alpha with this ability is able to master his insatiable blood
lust and is therefore not subject to the rules for Frenzy. If the
Alpha is leading a unit, that unit is also not subject to Frenzy.
Clamping Bite .......................30 pts
When an Alpha with this ability scores a 6+ on any attacks in
hand-to-hand, the victim is held fast and must roll less than its
Strength characteristic to break free. If unsuccessful, the victim is
-1 to hit, Initiative, and Strength in subsequent rounds. The victim
must check at the beginning of subsequent hand-to-hand rounds or the effects remain in play. If wounded by the clamping bite, the victim takes an automatic wound in each following round until able to break free or slain. While using the Clamping Bite, the Alpha is at a -1 to his Attack characteristic..
Accelerated Transformation.............25 pts
An Alpha with this ability is a master of shape changing. This
Werewolf Alpha suffers no penalty of movement when shifting form.
Werewolf Talismans
Werewolf Talismans are made up of magical runes or fetishes.
Werewolves are often seen with a tattoo or symbol dyed or painted onto the werewolfıs body. Some are even cut into the fur or skin itself.
Werewolves also wear necklaces, bracelets, earrings, or charms that have Talismanic power. These Talismans benefit the entire unit a Werewolf Talisman Bearer is in.
Talisman of Protection....................25 pts
+1 to Save. If no saving throw, saves on a 6+. This is a special save and is not modified for the Strength of the attacker.
Talisman of Arcane Protection.........50 pts
Any spell cast at the unit is dispelled on a 4+.
Talisman of Rage..............................25 pts
The unit can reroll a failed Break Test but must take the result of
the second roll even if its result is worse.
Talisman of Might............................20 pts
The unit gains a +1 to hit.
Talisman of the Pack.......................50 pts
Skirmishing units gain a +1 bonus to their combat result for each
additional rank of the enemy unit after the first they are fighting up
to a maximum of +3.
Talisman of the Hunt........................25 pts
Any cavalry units within 12" of a Werewolf unit with this talisman
take Ld Tests at a -2.
Talisman of Fangs.............................75 pts
Contains a powerful spell which may be cast in the magic phase like an ordinary spell and requires no power cards to cast. The spell unleashes D6 fangs of lightning. Each extends from the unit and strikes the first model in its path up to 24² away, causing a Strength 5 hit. No armour save is allowed for wounds inflicted by the Talisman of Fangs, even for magic armour.
EQUIPMENT LIST
HAND TO HAND COMBAT WEAPONS
A single sword, axe, mace, club, or other hand weapon................Free
Additional hand weapon................ ..1
A double-handed weapon................2
Flail........................................................1
Halberd.................................................2
Spear......................................................1
MISSILE WEAPONS
Bow..........................................................2
Short Bow...............................................1
Long Bow...............................................3
Crossbow.................................................3
Pistol.........................................................2
Sling.........................................................1
ARMOUR Shield.....................................................1
ARMY SELECTION
Characters 0-50%
Up to half the points value of the army may be spent on characters.
Regiments25%+
At least a quarter of the armyıs total points must come from
regiments. This does not include the champions, who are paid for from the character point allowance.
Monsters 0-25%
Up to a quarter of the points value of the army may be spent on
monsters. Note that this does not include monsters ridden by
characters, which must be paid for from the character point allowance.
Allies 0-25%
Up to a quarter of the points value of the army may be spent on allied troops from these lists: Empire, Wood Elf, Dark Elf, Chaos Armies, and Bretonnian Armies with no Knights